T.G. Oskar
2009-08-17, 10:08 PM
...for the Martial classes on need of some "Adeptness"...
As I mentioned a few...weeks? Yeah, a few weeks ago (http://www.giantitp.com/forums/showthread.php?t=120539), this is part of a tentative first chapter on a homebrew project to offer options to those characters who wish to use Tome of Battle material (as if it weren't [ab]used at all...)
The following is a series of alternative class features for the Core martial classes in the Player's Handbook. The idea is to rework or replace some of their class abilities with maneuvers, or work the maneuvers into those class abilities, so that the classes keep their own flavor while having a much-needed boost.
Also, to stop the unwanted comparisons of Warblade and Fighter, Crusader and Paladin, (unarmed) Swordsage and Monk. I find that you can work pretty well with the earlier classes without eagerly depending on ToB, and that they can co-exist with one another. But, if you're not eager to work with this, then this may be the homebrew for you!
Or, in case you want to spice the classes a bit...
Please provide assistance, critique, playtesting, overhaul, or even the "wow, I can't believe this could suck! And yet, he excels at sucking!" kind of critique. I find that granting alternate class features works better as a homebrew solution to the pleas of most classes, as they are options rather than solid fixes. I place it upon you to determine whether these are valid solutions, or if the Big 3 Martial Adept classes are still the one and only replacements for all things martial.
Remember, the Barbarian, the Fighter, the Monk, the Paladin, the Ranger and even the less distressed Rogue are valid options too!!
--
ALTERNATIVE CLASS FEATURES
The nine disciplines that comprise the Sublime Way were designed to provide a new and unique system to enhance martial combat, through the use of a series of maneuvers and stances that expanded the options beyond the choice of feats, without overshadowing the utility of feats and/or other classes, such as spellcasting classes. With the introduction of this mechanic, most of the earlier martial classes might feel out of tune with the classes presented in the Tome of Battle, most specifically the classes from the Player’s Handbook. This section provides a retinue of alternative class features inspired on the maneuvers of the disciplines of the Sublime Way, as a form of adaptation of earlier class features and forms of integrating the acquisition of maneuvers and stances.
BARBARIAN
Alternative Class Feature: Wrath of the Tiger
You aren’t like the other barbarians. You have tapped into a combat style unlike others used by your tribe, a feral style that heightens your senses and inspires you to unleash potentially destructive blows to your opponents.
Level: 1st.
Replaces: Rage class ability, greater rage, indomitable will, tireless rage, mighty rage
Benefit: Once per day, you are capable of entering a variant form of rage which allows you to draw from the maneuvers of the Tiger Claw discipline. When activating this ability, you are considered as having temporarily activated a Tiger Claw stance of your choice, receiving its benefit. While under the effects of this ability, you cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function, except for any non-Diamond Mind maneuvers you know. You can use any feat you have except Combat Expertise, item creation feats, and metamagic feats. This effect lasts for a number of rounds equal to 3 + your Constitution modifier. At the end of the effect, you become fatigued for the duration of the current encounter. At any moment during the duration of this stance, you can execute a Tiger Claw maneuver as if readied. The maneuver can be any of the 1st level accessible maneuvers of the Tiger Claw discipline, be it a strike or a boost. The “expenditure” of this maneuver immediately ends the effect. Your barbarian levels are considered as initiator levels for purposes of executing maneuvers with this effect, to learn maneuvers and stances (such as from multiclassing or through the Martial Study/Martial Stance feats), and for maneuvers or stances with an effect depending on initiator level. You are considered to know one Tiger Claw maneuver for purposes of qualifying for prerequisites, regardless of whether the effect is active or not.
At 4th level and every four levels thereafter, you can activate this effect one more time per day. At 11th level, and every three levels thereafter, you may use one extra maneuver (strike or boost) without ending the effect, and each of these extra maneuvers are considered as known for purposes of qualifying for prerequisites. At 14th level, you gain a +4 bonus on the save DC for Tiger Claw maneuvers (known or expended through the effect), and at 17th level you no longer get fatigued at the end of the effect.
Special: If you gain access to a prestige class that grants access to rage, you may instead replace the rage class ability for the ability to use an extra maneuver without expending the duration of the stance. This exchange does not apply for prestige classes that grant rage-equivalent properties, such as frenzy. If the class grants indomitable will or tireless rage as well, you may replace these for their equivalent alternate class features
FIGHTER
Alternative Class Feature: Martial Aptitude
You have acquired some basic knowledge of a discipline of the Sublime Way. You focus your initial training to learn some maneuvers and stances, and develop a unique method of recovery.
Level: 1st
Replaces: Bonus feat
Benefit: You must choose one of the disciplines of the Sublime Way. You are considered to be proficient with all of the discipline’s preferred weapons, and the discipline’s class skill is always considered a class skill for all purposes. As well, you may learn one maneuver and one 1st-level stance of the discipline. This maneuver is always readied, and can be used only once per encounter. To recover this expended maneuver (and any expended maneuvers learned through Martial Study, any maneuvers learned through the alternative class feature Advanced Study [see below], or acquired through prestige classes), you may, as a full round action that does not provoke attacks of opportunity, deal a melee touch attack in exchange for a melee attack per each maneuver you wish to recover, up to the maximum amount of melee attacks allowed, including those acquired by magical means or feats (except Snap Kick). This melee touch attack deals no damage.
Special: if you have the tactical feat Stormguard Warrior, or any feat or magic item that requires a melee touch attack to have an effect, you may activate it as part of the full-round action, but you do not recover a maneuver with any melee touch attack intended to activate the effect of the feat or the magic item. For example, if you take this alternate class feature and have the feat Stormguard Warrior and two attacks, you can use the melee touch attacks to recover two maneuvers, or gain the benefit of the feat's tactical maneuver Channel the Storm, or divide the melee touch attacks to recover one maneuver and gain the benefit of the tactical maneuver with the other.
Alternative Class Feature: Advanced Study
You have acquired some basic knowledge of a discipline of the Sublime Way. You acquire knowledge of one extra pair of maneuvers.
Level: any even level
Replaces: Bonus feat
Benefit: You must choose one of the disciplines of the Sublime Way. You can learn up to two maneuvers of the chosen discipline. Your fighter levels are considered initiator levels for purposes of qualifying for prerequisites, and for effects that require initiator level. Each maneuver can be used only once per encounter.
Special: if you chose the Martial Aptitude alternative class feature, you still learn two new maneuvers of the discipline chosen by this alternative class feature, but you can only ready one of the two maneuvers. Effectively, you can ready one extra maneuver per each time you take this alternative class feature.
Alternative Class Feature: Stance Study
You have acquired some basic knowledge of a discipline of the Sublime Way. You acquire knowledge of one stance.
Level: 4th, 8th, 12th, or 16th level.
Replaces: Bonus feat
Benefit: You must choose one of the disciplines of the Sublime Way. You can learn up to one stance of the chosen discipline. Your fighter levels are considered initiator levels for purposes of qualifying for prerequisites, and for effects that require initiator level.
Special: if you chose this alternative class feature, you cannot choose the alternative class feature Advanced Study for this level.
Alternative Class Feature: Weapon Aptitude
You develop your training on weapons to the point that you can change your focus, or your specialization, to a different weapon with only a modicum of exercise.
Level: 6th
Replaces: Bonus feat
Benefit: You acquire the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat that applies to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change.
You can adjust the number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisites for some other feat you possess.
MONK
Alternative Class Feature: Armored Insight
Unlike other monks, you favor the use of some armor. While your peers consider your affront to the use of restrictive clothing and the bizarre drive of your training, you understand that, sometimes, a layer of protection in your body is the difference between life and death.
Level: 1st
Replaces: AC bonus class feature, weapon proficiencies.
Benefit: You acquire proficiency with the use of light armor, at the cost of the use of certain weapons (kama, nunchaku, sai, shuriken and siangham) As well, you add your Wisdom modifier as a bonus to Armor Class when you wield light armor or no armor, and when you wield a light load. The maximum Dexterity penalty of the worn light armor also limits the maximum amount of your Wisdom modifier applied to your Armor Class. These bonuses to AC apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear medium or heavy armor, when you carry a shield, or when you carry a medium or heavy load.
At 5th level, and every five levels thereafter, this bonus to Armor Class increments by +1; this bonus is not limited by the maximum Dexterity penalty of the worn armor.
You can use your fast movement and flurry of blows (or alternative class features that replace flurry of blows) abilities when you wear light armor, as well.
Alternative Class Feature: Flurry of Counters
You eschew the tactic of dealing multiple hits in a single action. Instead, you counter your enemies’ attacks with martial moves drawn from the mastery of the discipline of the Setting Sun
Level: 1st
Replaces: flurry of blows class feature
Benefit: As a swift action, you may enter a state in which you gain a potent insight into the movements of other creatures, allowing to block their attacks and counter their movements. Each morning, you “ready” one counter maneuver from the list of maneuvers from the Setting Sun discipline. You must comply with the prerequisites to ready this maneuver. Your monk levels are considered initiator levels for purposes of qualifying for prerequisites, and for effects that require initiator level; as well, you are considered to know already one maneuver for purposes of qualifying for prerequisites. While on this state, and as a full-round action, you may deal only one melee attack at a -2 penalty. For the remainder of the round, if an enemy attacks you, you may initiate the readied counter as a free action outside your turn. The use of this counter does not count as a use of an immediate action.
Whenever you acquire an extra attack (such as from base attack bonus, or from spells such as haste), you can forego these attacks as part of the full-round action; you can use your readied counter one extra time per each attack you didn’t use. At 5th level, the penalty on the melee attack diminishes by one, and by 9th level you have no attack penalty. At 11th level, you can ready one extra counter, and you can use any of the counters one extra time.
PALADIN
Alternative Class Feature: Sublime Smite
You have received inspiration from your deity or cause to execute maneuvers of the Devoted Spirit discipline to devastating effect.
Level: 1st, 5th, 10th, 15th, and 20th
Replaces: Smite evil class feature
Benefit: At first level, you may learn one maneuver from the Devoted Spirit discipline. The maneuver is considered readied, and can only be used once per encounter. Your paladin levels are considered initiator levels for the purpose of qualifying for prerequisites and for abilities that require initiator levels. Once per day as a swift action, you can ready all expended Devoted Spirit maneuvers (including those acquired by means of Martial Study, prestige classes or other means).
At fifth level, and every other five levels afterwards, you learn an extra maneuver from the Devoted Spirit discipline, and you may recharge all your expended maneuvers one more time per day.
Alternative Class Feature: Devoted Warrior
Your devotion to your cause and the power of your faith allow you to receive the inspiration to learn powerful maneuvers, at the cost of some of your spellcasting prowess.
Level: 6th, 10th, 12th, and 15th
Replaces: One prepared spell
Benefit: At 6th level, you may prepare a combination of spells and maneuvers per day. A paladin using this alternative class feature may prepare spells or maneuvers as a cleric does, but the maneuvers do not gain any benefit from feats or magic items that benefit spells (such as Spell Focus or a lesser rod of metamagic). Each of the maneuvers can be executed once per encounter, and the knowledge of these maneuvers last for 24 hours or until the paladin prepares spells. The level of the maneuver that can be prepared is twice the level of the spell that would have been prepared. Spell slots acquired through a high Wisdom score may be used to prepare maneuvers, as well. Your paladin levels (minus four) are considered initiator levels for the purpose of qualifying for prerequisites and for abilities that require initiator levels.
At 10th, and then at 12th and 15th level, you may prepare maneuvers of higher level using spell slots from higher spell levels. All features and restrictions apply as usual.
Special: if you have access to the Sublime Smite alternative class feature, you can only prepare maneuvers acquired through it. You may use the maneuver a number of times equal to 1 + the number of times the maneuver has been prepared per encounter. The limitations on maneuver preparation are exactly the same, except that you may prepare 9th level maneuvers with a 4th level spell slot.
Alternative Class Feature: Divine Inspiration
A number of paladins forge a bond with a special mount from the heavens. Others prefer to enhance their combat prowess on foot. Through intense training and devotion, a former follower of the Devoted Spirit maneuver that once followed your cause becomes a spiritual guide, and provides you special inspiration.
Level: 5th, 8th, 11th, and 15th
Replaces: Special mount class feature.
Benefit: Once per day, you can enter a state in which you assume a stance from the Devoted Spirit discipline. You decide the level of the stance to be learned, but you must comply with the prerequisites of the stance as usual. Your paladin levels are considered initiator levels for the purpose of qualifying for prerequisites and for abilities that require initiator levels. You remain in this stance a number of hours equal to twice your paladin level, or until you dismiss the effect.
At 8th, and then at 11th and 15th level, you may “learn” one extra stance of the Devoted Spirit discipline, and each of these learned stance count as maneuvers for the purpose of learning a new stance only. As a swift action, for the duration of the stance, you may change your stance into any of the other stances you know.
RANGER
Alternative Class Feature: Hunter’s Insight
You gain a unique insight into the weaknesses of specific enemies. You can prepare yourself early with the ingrained knowledge of such enemies, and you become better at hunting them down.
Level: 1st, 5th, 10th, 15th, and 20th.
Replaces: Favored enemy class feature.
Benefit: You enter a state of mind in which you gain incredible knowledge of a specific set of enemies, to which you gain a special set of properties. Each morning, you choose one type of creature in the table shown below. If the choice of creature was humanoid or outsider, you must choose an associated subtype as well. As a swift action, once per encounter, you recall the knowledge of this specific creature you chose. You gain a +2 insight bonus on Knowledge checks to identify the creature, and you are considered to have 1 rank in the required skill for purposes of identification, but only on the type of creature selected. As well, you gain a +2 insight bonus on attack rolls and damage rolls against creatures of your chosen type. The effect lasts until the end of the encounter.
At 5th level, and then every five levels thereafter, your bonuses on Knowledge checks, attack and damage rolls increase by 2. At 10th level, and then at 20th level, you may increase the number of creatures upon which to apply these benefits, and you gain an extra use of this ability per encounter.
{table=head]Creature Type|Knowledge skill
Aberration|Dungeoneering
Animal|Nature
Construct|Arcana
Dragon|Arcana
Elemental|The Planes
Fey|Nature
Giant|Nature
Humanoid (any)|Local
Magical beast|Arcana
Monstrous Humanoid|Nature
Ooze|Dungeoneering
Outsider (any)|The Planes
Plant|Nature
Undead|Religion[/table]
Alternative Class Feature: Martial Style
You have forgone the usual combat style of most rangers, instead seeking to learn maneuvers from one of the disciplines of the Sublime Way.
Level: 2nd, 6th, and 11th level
Replaces: Combat style, improved combat style and combat style mastery class features.
Benefit: Choose from the following disciplines: Diamond Mind, Stone Dragon, or Tiger Claw. At 2nd level, you are considered proficient with all of the discipline’s preferred weapons (even though you have proficiency with all martial weapons, this applies mostly to exotic weapons), and you are considered to have Weapon Focus with each of the weapons of the discipline. Furthermore, the discipline’s class skill becomes a class skill for all further character levels. As well, you may learn one maneuver from your chosen discipline, so as long as you comply with the prerequisites. This maneuver can only be used once per day. Your ranger levels are considered initiator levels for the purpose of qualifying for prerequisites and for abilities that require initiator levels.
At 6th level, you acquire the feat Blade Meditation regarding your chosen discipline, even if you don’t comply with the prerequisites. As well, you learn one extra maneuver or stance, whichever you prefer, although you must comply with the prerequisites.
At 11th level, you are considered to have the feat Greater Weapon Focus for each of the preferred weapons of your discipline. As well, you may learn one extra maneuver, although you must comply with the prerequisites.
The benefits of the chosen discipline apply only if you are wearing light armor or no armor.
Alternative Class Feature: Nature’s Hunter
Your martial training and your communion with nature blend into a single concept. You sacrifice some of the spellcasting talent granted to you by nature to enhance your martial knowledge.
Level: 6th, 10th, 12th, and 15th
Replaces: One prepared spell
Benefit: At 6th level, you may prepare a combination of spells and maneuvers per day, from the following disciplines: Diamond Mind, Stone Dragon, or Tiger Claw. A ranger using this alternative class feature may prepare spells or maneuvers as a druid does, but the maneuvers do not gain any benefit from feats or magic items that benefit spells (such as Spell Focus or a lesser rod of metamagic). Each of the maneuvers can be executed once per encounter, and the knowledge of these maneuvers last for 24 hours or until the ranger prepares spells. The level of the maneuver that can be prepared is twice the level of the spell that would have been prepared. Spell slots acquired through a high Wisdom score may be used to prepare maneuvers, as well. Your ranger levels (minus four) are considered initiator levels for the purpose of qualifying for prerequisites and for abilities that require initiator levels.
At 10th, and then at 12th and 15th level, you may prepare maneuvers of higher level using spell slots from higher spell levels. All features and restrictions apply as usual.
Special: if you have access to the Martial Style alternative class feature, you may prepare maneuvers of your chosen discipline as if your full ranger levels were your initiator levels. You may use the maneuver a number of times equal to 1 + the number of times the maneuver has been prepared per encounter. The limitations on maneuver preparation are exactly the same, except that you may prepare 9th level maneuvers with a 4th level spell slot.
ROGUE
Alternative Class Feature: Shadow Stalker
You decide to learn the fighting styles of martial adepts to complement your fighting style.
Level: any odd level.
Replaces: Sneak attack class feature.
Benefit: You must choose one of the following disciplines of the Sublime Way: Diamond Mind, Setting Sun or Shadow Hand. You can learn one maneuver of the chosen discipline. Your rogue levels are considered initiator levels for purposes of qualifying for prerequisites, and for effects that require initiator level. Each maneuver can be used only once per encounter. You cannot execute these maneuvers upon creatures that have the ability Improved Uncanny Dodge, unless your rogue levels are four more than the number of Hit Dice of the creature.
Special: if you gain access to a prestige class that grants sneak attack progression, you can instead use this replacement. The sum of your known maneuvers through this class feature and your sneak attack dice (if any) allow you to qualify for feats or prestige classes that have a sneak attack prerequisite as if you had the required amount of sneak attack dice. You cannot replace other forms of attack similar to sneak attack (such as the sudden strike and skirmish class abilities)
Alternative Class Feature: Mastery of Stealth
Unlike other rogues, you eschew the ability to evade perfectly such things as explosions or area spells; you believe that, if you were caught, you deserve to take these hits anyways. Instead, you make sure these events never come to happen.
Level: 2nd
Replaces: Evasion class feature.
Benefit: When you are in a source of shadowy illumination or darkness, or covered by shadows, you may use the Hide skill, even if the terrain doesn’t grant cover or concealment. You may use the Hide skill even while being observed by a creature with darkvision, or through blindsense or blindsight.
Special: if you acquire a feat, class feature, or ability that would have granted you improved evasion, you instead are considered invisible at any moment after you use the Hide skill, but only if you are under shadows, shadowy illumination, or darkness, as if under the invisibility spell, except that for an unlimited duration (or when you come in contact with a light source or affected by spells that reveal invisibility). You are considered as having the evasion class feature for any feat or prestige class prerequisite.
Alternative Class Feature: Martial Ability
You replace the talents acquired for being a high level rogue for maneuvers or stances of a specific discipline.
Level: 6th, 10th, 12th, and 15th
Replaces: Special ability class feature.
Benefit: Choose between one of the following disciplines: Diamond Mind, Setting Sun, or Shadow Hand. You can learn two maneuvers or one stance of the chosen discipline. Your rogue levels are considered initiator levels for purposes of qualifying for prerequisites, and for effects that require initiator level. Each maneuver you choose can be used only once per encounter.
As I mentioned a few...weeks? Yeah, a few weeks ago (http://www.giantitp.com/forums/showthread.php?t=120539), this is part of a tentative first chapter on a homebrew project to offer options to those characters who wish to use Tome of Battle material (as if it weren't [ab]used at all...)
The following is a series of alternative class features for the Core martial classes in the Player's Handbook. The idea is to rework or replace some of their class abilities with maneuvers, or work the maneuvers into those class abilities, so that the classes keep their own flavor while having a much-needed boost.
Also, to stop the unwanted comparisons of Warblade and Fighter, Crusader and Paladin, (unarmed) Swordsage and Monk. I find that you can work pretty well with the earlier classes without eagerly depending on ToB, and that they can co-exist with one another. But, if you're not eager to work with this, then this may be the homebrew for you!
Or, in case you want to spice the classes a bit...
Please provide assistance, critique, playtesting, overhaul, or even the "wow, I can't believe this could suck! And yet, he excels at sucking!" kind of critique. I find that granting alternate class features works better as a homebrew solution to the pleas of most classes, as they are options rather than solid fixes. I place it upon you to determine whether these are valid solutions, or if the Big 3 Martial Adept classes are still the one and only replacements for all things martial.
Remember, the Barbarian, the Fighter, the Monk, the Paladin, the Ranger and even the less distressed Rogue are valid options too!!
--
ALTERNATIVE CLASS FEATURES
The nine disciplines that comprise the Sublime Way were designed to provide a new and unique system to enhance martial combat, through the use of a series of maneuvers and stances that expanded the options beyond the choice of feats, without overshadowing the utility of feats and/or other classes, such as spellcasting classes. With the introduction of this mechanic, most of the earlier martial classes might feel out of tune with the classes presented in the Tome of Battle, most specifically the classes from the Player’s Handbook. This section provides a retinue of alternative class features inspired on the maneuvers of the disciplines of the Sublime Way, as a form of adaptation of earlier class features and forms of integrating the acquisition of maneuvers and stances.
BARBARIAN
Alternative Class Feature: Wrath of the Tiger
You aren’t like the other barbarians. You have tapped into a combat style unlike others used by your tribe, a feral style that heightens your senses and inspires you to unleash potentially destructive blows to your opponents.
Level: 1st.
Replaces: Rage class ability, greater rage, indomitable will, tireless rage, mighty rage
Benefit: Once per day, you are capable of entering a variant form of rage which allows you to draw from the maneuvers of the Tiger Claw discipline. When activating this ability, you are considered as having temporarily activated a Tiger Claw stance of your choice, receiving its benefit. While under the effects of this ability, you cannot use any Charisma- or Intelligence-based skills (except for Intimidate), the Concentration skill, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function, except for any non-Diamond Mind maneuvers you know. You can use any feat you have except Combat Expertise, item creation feats, and metamagic feats. This effect lasts for a number of rounds equal to 3 + your Constitution modifier. At the end of the effect, you become fatigued for the duration of the current encounter. At any moment during the duration of this stance, you can execute a Tiger Claw maneuver as if readied. The maneuver can be any of the 1st level accessible maneuvers of the Tiger Claw discipline, be it a strike or a boost. The “expenditure” of this maneuver immediately ends the effect. Your barbarian levels are considered as initiator levels for purposes of executing maneuvers with this effect, to learn maneuvers and stances (such as from multiclassing or through the Martial Study/Martial Stance feats), and for maneuvers or stances with an effect depending on initiator level. You are considered to know one Tiger Claw maneuver for purposes of qualifying for prerequisites, regardless of whether the effect is active or not.
At 4th level and every four levels thereafter, you can activate this effect one more time per day. At 11th level, and every three levels thereafter, you may use one extra maneuver (strike or boost) without ending the effect, and each of these extra maneuvers are considered as known for purposes of qualifying for prerequisites. At 14th level, you gain a +4 bonus on the save DC for Tiger Claw maneuvers (known or expended through the effect), and at 17th level you no longer get fatigued at the end of the effect.
Special: If you gain access to a prestige class that grants access to rage, you may instead replace the rage class ability for the ability to use an extra maneuver without expending the duration of the stance. This exchange does not apply for prestige classes that grant rage-equivalent properties, such as frenzy. If the class grants indomitable will or tireless rage as well, you may replace these for their equivalent alternate class features
FIGHTER
Alternative Class Feature: Martial Aptitude
You have acquired some basic knowledge of a discipline of the Sublime Way. You focus your initial training to learn some maneuvers and stances, and develop a unique method of recovery.
Level: 1st
Replaces: Bonus feat
Benefit: You must choose one of the disciplines of the Sublime Way. You are considered to be proficient with all of the discipline’s preferred weapons, and the discipline’s class skill is always considered a class skill for all purposes. As well, you may learn one maneuver and one 1st-level stance of the discipline. This maneuver is always readied, and can be used only once per encounter. To recover this expended maneuver (and any expended maneuvers learned through Martial Study, any maneuvers learned through the alternative class feature Advanced Study [see below], or acquired through prestige classes), you may, as a full round action that does not provoke attacks of opportunity, deal a melee touch attack in exchange for a melee attack per each maneuver you wish to recover, up to the maximum amount of melee attacks allowed, including those acquired by magical means or feats (except Snap Kick). This melee touch attack deals no damage.
Special: if you have the tactical feat Stormguard Warrior, or any feat or magic item that requires a melee touch attack to have an effect, you may activate it as part of the full-round action, but you do not recover a maneuver with any melee touch attack intended to activate the effect of the feat or the magic item. For example, if you take this alternate class feature and have the feat Stormguard Warrior and two attacks, you can use the melee touch attacks to recover two maneuvers, or gain the benefit of the feat's tactical maneuver Channel the Storm, or divide the melee touch attacks to recover one maneuver and gain the benefit of the tactical maneuver with the other.
Alternative Class Feature: Advanced Study
You have acquired some basic knowledge of a discipline of the Sublime Way. You acquire knowledge of one extra pair of maneuvers.
Level: any even level
Replaces: Bonus feat
Benefit: You must choose one of the disciplines of the Sublime Way. You can learn up to two maneuvers of the chosen discipline. Your fighter levels are considered initiator levels for purposes of qualifying for prerequisites, and for effects that require initiator level. Each maneuver can be used only once per encounter.
Special: if you chose the Martial Aptitude alternative class feature, you still learn two new maneuvers of the discipline chosen by this alternative class feature, but you can only ready one of the two maneuvers. Effectively, you can ready one extra maneuver per each time you take this alternative class feature.
Alternative Class Feature: Stance Study
You have acquired some basic knowledge of a discipline of the Sublime Way. You acquire knowledge of one stance.
Level: 4th, 8th, 12th, or 16th level.
Replaces: Bonus feat
Benefit: You must choose one of the disciplines of the Sublime Way. You can learn up to one stance of the chosen discipline. Your fighter levels are considered initiator levels for purposes of qualifying for prerequisites, and for effects that require initiator level.
Special: if you chose this alternative class feature, you cannot choose the alternative class feature Advanced Study for this level.
Alternative Class Feature: Weapon Aptitude
You develop your training on weapons to the point that you can change your focus, or your specialization, to a different weapon with only a modicum of exercise.
Level: 6th
Replaces: Bonus feat
Benefit: You acquire the flexibility to adjust your weapon training. Each morning, you can spend 1 hour in weapon practice to change the designated weapon for any feat that applies to a single weapon (such as Weapon Focus). You must have the newly designated weapon available during your practice session to make this change.
You can adjust the number of your feats in this way, and you don’t have to adjust them all in the same way. However, you can’t change the weapon choices in such a way that you no longer meet the prerequisites for some other feat you possess.
MONK
Alternative Class Feature: Armored Insight
Unlike other monks, you favor the use of some armor. While your peers consider your affront to the use of restrictive clothing and the bizarre drive of your training, you understand that, sometimes, a layer of protection in your body is the difference between life and death.
Level: 1st
Replaces: AC bonus class feature, weapon proficiencies.
Benefit: You acquire proficiency with the use of light armor, at the cost of the use of certain weapons (kama, nunchaku, sai, shuriken and siangham) As well, you add your Wisdom modifier as a bonus to Armor Class when you wield light armor or no armor, and when you wield a light load. The maximum Dexterity penalty of the worn light armor also limits the maximum amount of your Wisdom modifier applied to your Armor Class. These bonuses to AC apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear medium or heavy armor, when you carry a shield, or when you carry a medium or heavy load.
At 5th level, and every five levels thereafter, this bonus to Armor Class increments by +1; this bonus is not limited by the maximum Dexterity penalty of the worn armor.
You can use your fast movement and flurry of blows (or alternative class features that replace flurry of blows) abilities when you wear light armor, as well.
Alternative Class Feature: Flurry of Counters
You eschew the tactic of dealing multiple hits in a single action. Instead, you counter your enemies’ attacks with martial moves drawn from the mastery of the discipline of the Setting Sun
Level: 1st
Replaces: flurry of blows class feature
Benefit: As a swift action, you may enter a state in which you gain a potent insight into the movements of other creatures, allowing to block their attacks and counter their movements. Each morning, you “ready” one counter maneuver from the list of maneuvers from the Setting Sun discipline. You must comply with the prerequisites to ready this maneuver. Your monk levels are considered initiator levels for purposes of qualifying for prerequisites, and for effects that require initiator level; as well, you are considered to know already one maneuver for purposes of qualifying for prerequisites. While on this state, and as a full-round action, you may deal only one melee attack at a -2 penalty. For the remainder of the round, if an enemy attacks you, you may initiate the readied counter as a free action outside your turn. The use of this counter does not count as a use of an immediate action.
Whenever you acquire an extra attack (such as from base attack bonus, or from spells such as haste), you can forego these attacks as part of the full-round action; you can use your readied counter one extra time per each attack you didn’t use. At 5th level, the penalty on the melee attack diminishes by one, and by 9th level you have no attack penalty. At 11th level, you can ready one extra counter, and you can use any of the counters one extra time.
PALADIN
Alternative Class Feature: Sublime Smite
You have received inspiration from your deity or cause to execute maneuvers of the Devoted Spirit discipline to devastating effect.
Level: 1st, 5th, 10th, 15th, and 20th
Replaces: Smite evil class feature
Benefit: At first level, you may learn one maneuver from the Devoted Spirit discipline. The maneuver is considered readied, and can only be used once per encounter. Your paladin levels are considered initiator levels for the purpose of qualifying for prerequisites and for abilities that require initiator levels. Once per day as a swift action, you can ready all expended Devoted Spirit maneuvers (including those acquired by means of Martial Study, prestige classes or other means).
At fifth level, and every other five levels afterwards, you learn an extra maneuver from the Devoted Spirit discipline, and you may recharge all your expended maneuvers one more time per day.
Alternative Class Feature: Devoted Warrior
Your devotion to your cause and the power of your faith allow you to receive the inspiration to learn powerful maneuvers, at the cost of some of your spellcasting prowess.
Level: 6th, 10th, 12th, and 15th
Replaces: One prepared spell
Benefit: At 6th level, you may prepare a combination of spells and maneuvers per day. A paladin using this alternative class feature may prepare spells or maneuvers as a cleric does, but the maneuvers do not gain any benefit from feats or magic items that benefit spells (such as Spell Focus or a lesser rod of metamagic). Each of the maneuvers can be executed once per encounter, and the knowledge of these maneuvers last for 24 hours or until the paladin prepares spells. The level of the maneuver that can be prepared is twice the level of the spell that would have been prepared. Spell slots acquired through a high Wisdom score may be used to prepare maneuvers, as well. Your paladin levels (minus four) are considered initiator levels for the purpose of qualifying for prerequisites and for abilities that require initiator levels.
At 10th, and then at 12th and 15th level, you may prepare maneuvers of higher level using spell slots from higher spell levels. All features and restrictions apply as usual.
Special: if you have access to the Sublime Smite alternative class feature, you can only prepare maneuvers acquired through it. You may use the maneuver a number of times equal to 1 + the number of times the maneuver has been prepared per encounter. The limitations on maneuver preparation are exactly the same, except that you may prepare 9th level maneuvers with a 4th level spell slot.
Alternative Class Feature: Divine Inspiration
A number of paladins forge a bond with a special mount from the heavens. Others prefer to enhance their combat prowess on foot. Through intense training and devotion, a former follower of the Devoted Spirit maneuver that once followed your cause becomes a spiritual guide, and provides you special inspiration.
Level: 5th, 8th, 11th, and 15th
Replaces: Special mount class feature.
Benefit: Once per day, you can enter a state in which you assume a stance from the Devoted Spirit discipline. You decide the level of the stance to be learned, but you must comply with the prerequisites of the stance as usual. Your paladin levels are considered initiator levels for the purpose of qualifying for prerequisites and for abilities that require initiator levels. You remain in this stance a number of hours equal to twice your paladin level, or until you dismiss the effect.
At 8th, and then at 11th and 15th level, you may “learn” one extra stance of the Devoted Spirit discipline, and each of these learned stance count as maneuvers for the purpose of learning a new stance only. As a swift action, for the duration of the stance, you may change your stance into any of the other stances you know.
RANGER
Alternative Class Feature: Hunter’s Insight
You gain a unique insight into the weaknesses of specific enemies. You can prepare yourself early with the ingrained knowledge of such enemies, and you become better at hunting them down.
Level: 1st, 5th, 10th, 15th, and 20th.
Replaces: Favored enemy class feature.
Benefit: You enter a state of mind in which you gain incredible knowledge of a specific set of enemies, to which you gain a special set of properties. Each morning, you choose one type of creature in the table shown below. If the choice of creature was humanoid or outsider, you must choose an associated subtype as well. As a swift action, once per encounter, you recall the knowledge of this specific creature you chose. You gain a +2 insight bonus on Knowledge checks to identify the creature, and you are considered to have 1 rank in the required skill for purposes of identification, but only on the type of creature selected. As well, you gain a +2 insight bonus on attack rolls and damage rolls against creatures of your chosen type. The effect lasts until the end of the encounter.
At 5th level, and then every five levels thereafter, your bonuses on Knowledge checks, attack and damage rolls increase by 2. At 10th level, and then at 20th level, you may increase the number of creatures upon which to apply these benefits, and you gain an extra use of this ability per encounter.
{table=head]Creature Type|Knowledge skill
Aberration|Dungeoneering
Animal|Nature
Construct|Arcana
Dragon|Arcana
Elemental|The Planes
Fey|Nature
Giant|Nature
Humanoid (any)|Local
Magical beast|Arcana
Monstrous Humanoid|Nature
Ooze|Dungeoneering
Outsider (any)|The Planes
Plant|Nature
Undead|Religion[/table]
Alternative Class Feature: Martial Style
You have forgone the usual combat style of most rangers, instead seeking to learn maneuvers from one of the disciplines of the Sublime Way.
Level: 2nd, 6th, and 11th level
Replaces: Combat style, improved combat style and combat style mastery class features.
Benefit: Choose from the following disciplines: Diamond Mind, Stone Dragon, or Tiger Claw. At 2nd level, you are considered proficient with all of the discipline’s preferred weapons (even though you have proficiency with all martial weapons, this applies mostly to exotic weapons), and you are considered to have Weapon Focus with each of the weapons of the discipline. Furthermore, the discipline’s class skill becomes a class skill for all further character levels. As well, you may learn one maneuver from your chosen discipline, so as long as you comply with the prerequisites. This maneuver can only be used once per day. Your ranger levels are considered initiator levels for the purpose of qualifying for prerequisites and for abilities that require initiator levels.
At 6th level, you acquire the feat Blade Meditation regarding your chosen discipline, even if you don’t comply with the prerequisites. As well, you learn one extra maneuver or stance, whichever you prefer, although you must comply with the prerequisites.
At 11th level, you are considered to have the feat Greater Weapon Focus for each of the preferred weapons of your discipline. As well, you may learn one extra maneuver, although you must comply with the prerequisites.
The benefits of the chosen discipline apply only if you are wearing light armor or no armor.
Alternative Class Feature: Nature’s Hunter
Your martial training and your communion with nature blend into a single concept. You sacrifice some of the spellcasting talent granted to you by nature to enhance your martial knowledge.
Level: 6th, 10th, 12th, and 15th
Replaces: One prepared spell
Benefit: At 6th level, you may prepare a combination of spells and maneuvers per day, from the following disciplines: Diamond Mind, Stone Dragon, or Tiger Claw. A ranger using this alternative class feature may prepare spells or maneuvers as a druid does, but the maneuvers do not gain any benefit from feats or magic items that benefit spells (such as Spell Focus or a lesser rod of metamagic). Each of the maneuvers can be executed once per encounter, and the knowledge of these maneuvers last for 24 hours or until the ranger prepares spells. The level of the maneuver that can be prepared is twice the level of the spell that would have been prepared. Spell slots acquired through a high Wisdom score may be used to prepare maneuvers, as well. Your ranger levels (minus four) are considered initiator levels for the purpose of qualifying for prerequisites and for abilities that require initiator levels.
At 10th, and then at 12th and 15th level, you may prepare maneuvers of higher level using spell slots from higher spell levels. All features and restrictions apply as usual.
Special: if you have access to the Martial Style alternative class feature, you may prepare maneuvers of your chosen discipline as if your full ranger levels were your initiator levels. You may use the maneuver a number of times equal to 1 + the number of times the maneuver has been prepared per encounter. The limitations on maneuver preparation are exactly the same, except that you may prepare 9th level maneuvers with a 4th level spell slot.
ROGUE
Alternative Class Feature: Shadow Stalker
You decide to learn the fighting styles of martial adepts to complement your fighting style.
Level: any odd level.
Replaces: Sneak attack class feature.
Benefit: You must choose one of the following disciplines of the Sublime Way: Diamond Mind, Setting Sun or Shadow Hand. You can learn one maneuver of the chosen discipline. Your rogue levels are considered initiator levels for purposes of qualifying for prerequisites, and for effects that require initiator level. Each maneuver can be used only once per encounter. You cannot execute these maneuvers upon creatures that have the ability Improved Uncanny Dodge, unless your rogue levels are four more than the number of Hit Dice of the creature.
Special: if you gain access to a prestige class that grants sneak attack progression, you can instead use this replacement. The sum of your known maneuvers through this class feature and your sneak attack dice (if any) allow you to qualify for feats or prestige classes that have a sneak attack prerequisite as if you had the required amount of sneak attack dice. You cannot replace other forms of attack similar to sneak attack (such as the sudden strike and skirmish class abilities)
Alternative Class Feature: Mastery of Stealth
Unlike other rogues, you eschew the ability to evade perfectly such things as explosions or area spells; you believe that, if you were caught, you deserve to take these hits anyways. Instead, you make sure these events never come to happen.
Level: 2nd
Replaces: Evasion class feature.
Benefit: When you are in a source of shadowy illumination or darkness, or covered by shadows, you may use the Hide skill, even if the terrain doesn’t grant cover or concealment. You may use the Hide skill even while being observed by a creature with darkvision, or through blindsense or blindsight.
Special: if you acquire a feat, class feature, or ability that would have granted you improved evasion, you instead are considered invisible at any moment after you use the Hide skill, but only if you are under shadows, shadowy illumination, or darkness, as if under the invisibility spell, except that for an unlimited duration (or when you come in contact with a light source or affected by spells that reveal invisibility). You are considered as having the evasion class feature for any feat or prestige class prerequisite.
Alternative Class Feature: Martial Ability
You replace the talents acquired for being a high level rogue for maneuvers or stances of a specific discipline.
Level: 6th, 10th, 12th, and 15th
Replaces: Special ability class feature.
Benefit: Choose between one of the following disciplines: Diamond Mind, Setting Sun, or Shadow Hand. You can learn two maneuvers or one stance of the chosen discipline. Your rogue levels are considered initiator levels for purposes of qualifying for prerequisites, and for effects that require initiator level. Each maneuver you choose can be used only once per encounter.